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Interview by Patrick 'twisted' Hardy
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Hello again, gentle readers! I have been wanting to do an interview
with the SoF Fortress guys from the day I first heard about their
mod's existence. So I'm very glad that Ben (slay) Munroe could take
the time to reply to the following questions.
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twisted: Like Operation Overlord, you have made progress already
on the mod by releasing screenshots of levels, etc. Have you been
greatly influenced by comments and suggestions from the community or have
you planned the whole thing yourself, sticking to Quake Team Fortress?
slay: Yes and no. We'll be sticking to a lot of the things you'll
find in Quake's Team Fortress such as the classes and programmable map entities.
However, there will be some differences that the SoF engine will allow
us to do that will make a few interesting twists to the old TF and even
newer ones like TFC and Q3F.
Twisted: Though you are using the same weapons included in the
full version of SoF, do you plan to tweak the weapons for the TF atmosphere
such as making the flame-thrower have more distance when firing its primary
use?
slay: Actually, we're keeping all the TF weapons with slight differences.
There are no nail guns in SoF, so those will be replaced with machine pistols
most likely. This is tentative.
Twisted: Do you plan on following the same lead as Team Fortress
2 in terms of using voice communication?
slay: I'm in favor of that as long as they don't detract from team
play, such as the verbal taunts in Unreal Tournament and in Tribes. Of course,
with DirectX 8.0 around the corner, this kind of thing may outdated before
it's implemented.
Twisted: Even though your mod has just started up, do you plan
to keep teasing us w/ awesome examples of your progress on the project or
keep it tightlipped so it's sure to be a surprise?
slay: Depends on what we're doing at the time. A few teasers here
and there might be in order, but I like surprises. ;)
Twisted: Why did your team decide to create Team Fortress for
Soldier of Fortune?
slay: Truthfully, there's nothing good on day time TV any more.
Twisted: Will SoF: TF be the fast & furious mod where any
class can capture the flag like Quake TF was known for? Or, do you
plan to introduce more team-based missions that involve more class-specific
skills?
slay: In Quake TF, the HWGuy couldn't capture the flag. He was stuck
to the base, guarding the flag. He was too slow to get passed the snipers.
- We are planning on making it so that players do have to work together
to have a successful game however. You can still play the one man army,
but you're not going to do nearly as well as in TFC or TF.
Twisted: One class that sounded new to me was the civilian class.
What role does the civilian play?
slay: It's not new actually. Maps such as Border and Hunted had a
civilian class for the immigrants and the President. It's basically an unarmed
person for protecting.
Twisted: You have quite a built up staff, have you worked with
some of these same people on other mods?
slay: No, never. Some of the guys know each other, some don't. I
was in a QuakeWorld TF clan with Captain Obvious though.
Twisted: How long do you think it will be until you have a presentable
version of the mod ready for release?
slay: I'm guessing three months minimum. We have a lot on our plate.
Twisted: Does your team plan to bring back some of the classic
Quake TF nostalgia such as including a 2fort type map and similar looking
class models?
slay: I never liked 2forts much. It was too "plain" and
small. We're trying for larger environments so players don't seem packed
in tight boxes. We've encouraged our mappers to think on a larger scale.
- The classes and the weapons will be the same as TF's however. Also, there
will be programmable multiplayer map missions. - We're currently going over
some skin prototypes also, we're hoping to make them look similar to the
old TF skins, but we wanted and updated, more organic look. |
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